I think the imperfections of R&C2 are what make the commentaries so interesting to listen to. It's like you can tell the game was made by actual people who make honest mistakes. For instance, the exit to the room at 9:49 is at a right angle and is hard to see. I actually remember not knowing where to go here as a kid, and now I know why. The designers learnt from this and made sure to never set the main path at a right angle in future games. This is something you'd never notice as a player, but it was probably on their minds constantly and you were less likely to get stuck because of it. There's a quote I love from Futurama that says "when you do things right, people won't be sure you've done anything at all." This basically sums up game design in a single sentence.
Great reflection on the Going Commando opening. This is going to sound strange, but for me the part of the opening that sticks out to me the most, in comparison to the original Ratchet and Clank, is the music. This track for the Flying Lab is such a massive tonal departure from anything in the first game, on par with the shift in gameplay. It has always told me that this game is the start of something different, that this adventure is going to be more dangerous and exciting, a literal galaxy away from the first game. On a side note, did you know that there is a lens flare in this level for when you look toward the Sun, which is visible even through the ceiling and walls at some points.
I agree the helpdesk there could be better It tells jokes/sets the scene, has enough going on for the characters to catch you have from the first in universe or I'd your first Ratchet game and gets things going. Portal I agree they are great levels showing you/letting you work it out. Great Plateau I got lost what to do for most of it then I eventually did get to the rest of the game. The barrier doesn't help either trapping you in with the 'work it out' approach. Like every single Zelda game I have this problem. I can play games but Nintendo for some reason has this issue for Zelda games. Link to the Past was the only one I never had this issue because it's just tunnels and certain other parts I think I don't remember. The rest of the game sure I had to work things out in the forest but the tutorial never. I mean the original SNES version too not the 3DS Link between worlds either. That's the better example for me navigation wise. Sure it has everything you need to teach you but I have this issue every Zelda game. They tell you something and it's just flavour text like effect when I play them not actually helpful so I take long to beat them before how useless they are. Great Plateau was the same, but less talking more fumbling around aimlessly having no idea what to do. The rest of the game is more clear with trial and error than the tutorial. I never find them effective so I have to disagree.
I really glad that I found your channel ^^ love analysis. When you starts talking about the gameplay and how game works, it reminds me (i see you also like zelda) one of the polish video about first Zelda ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-881j-_EYz6U.html (4:30 he starts talking) about how games teach players how to play (entire video is in polish but English subtitles works well). Both video shows us how many things are hidden and how many are well designed to introduce new player by level design and others. Thanks for your work and I wholehearted support your channel
4:38 Gasbar? hmmm no, I've never heard of the Planet Gasbar and who's this "David Beargaud" guy? 9:08 I don't see the "Triange" button on my controller help